Thank you immensely, LegACy.
If there is anyone else who loves this menu as much as me, they must be wondering how
to add additional buttons in the menu. I've compiled a step-by-step instruction.
Basic knowledge of scripting may be required, also this is quite long so it's only for people really interested.
With this, you can call common events from the menu.Adding additional buttons to 1 Scene CMS [Alternate]The numbers for the lines deal with version 1.01, other versions will undoubtedly have different lines.This will only add 1 extra button to both the items tab and the main menu, additional buttons simply
require fiddling with these numbers.Line 39 - Adding Element Change to whatever you want.
ITEMS = [17, 18, 19, 20, 21, 22, 23]
Expand to see the code.
Change to:
ITEMS = [17, 18, 19, 20, 21, 22, 23, 24]
Expand to see the code.
Add the element 24 to the database as well, of course.
Line 313 - This deals with the size of the window.
super(0, 0, width, commands.size * 48 + 48)
Expand to see the code.
Change to:
super(0, 0, width, commands.size * 41 + 48)
Expand to see the code.
The magic number is 52, change all of them to 44. (make sure you use
match word as you only want the whole number.)
Otherwise, these are all the instances in which 52 is used.Line 339 - Same as Above
rect = Rect.new(4, 52 * index + 2, self.contents.width - 4, 52)
Expand to see the code.
Change to:
rect = Rect.new(4, 44 * index + 2, self.contents.width - 4, 44)
Expand to see the code.
Line 342 - Same as Above
self.contents.blt(4, 52 * index + 4, bitmap, Rect.new(0, 0, 24, 24))
Expand to see the code.
Change to:
self.contents.blt(4, 44 * index + 4, bitmap, Rect.new(0, 0, 24, 24))
Expand to see the code.
Line 369 - Same as Above
y = @index / @column_max * 52 - self.oy - 4
Expand to see the code.
Change to:
y = @index / @column_max * 44 - self.oy - 4
Expand to see the code.
Line 1981 - Deals with the cursor
@name_window.y = @command_window.y - 18 + (@command_window.index * 52)
Expand to see the code.
Change to:
@name_window.y = @command_window.y - 18 + (@command_window.index * 44)
Expand to see the code.
Line 1986 - Deals with the cursor
@name_window.y = @catagory_window.y - 18 + (@catagory_window.index * 52)
Expand to see the code.
Change to:
@name_window.y = @catagory_window.y - 18 + (@catagory_window.index * 44)
Expand to see the code.
After you have changed all the 52's
Line 1715 - Adding buttons
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = 'Status'
s5 = 'Save'
s6 = 'Exit'
t1 = 'Recovery'
t2 = 'Weapon'
t3 = 'Armor'
t4 = 'Accessory'
t5 = 'Quest'
t6 = 'Misc.'
u1 = 'To Title'
u2 = 'Quit'
Expand to see the code.
Obviously, add buttons that you want here, one for
s and
t.
Change to this:
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = 'Status'
s5 = 'Save'
s6 = 'Exit'
s7 = 'NEW'
t1 = 'Recovery'
t2 = 'Weapon'
t3 = 'Armor'
t4 = 'Accessory'
t5 = 'Quest'
t6 = 'Misc.'
t7 = 'NEW'
u1 = 'To Title'
u2 = 'Quit'
Expand to see the code.
Line 1730 (1732 after adding s7, t7) - Adding Buttons
@command_window = Window_NewCommand.new(64, [s1, s2, s3, s4, s5, s6], LegACy::ICON_NAME[1])
Expand to see the code.
Change to:
@command_window = Window_NewCommand.new(64, [s1, s2, s3, s4, s5, s6, s7], LegACy::ICON_NAME[1])
Expand to see the code.
Line 1763 (1765 after adding s7, t7) - Adding Buttons
@catagory_window = Window_NewCommand.new(64, [t1, t2, t3, t4, t5, t6], LegACy::ICON_NAME[2])
Expand to see the code.
Change to:
@catagory_window = Window_NewCommand.new(64, [t1, t2, t3, t4, t5, t6, t7], LegACy::ICON_NAME[2])
Expand to see the code.
Line 2084 to 2139 - Adding ButtonsThis one is a little trickier, but shouldn't be hard to figure out.
You should see when 0, when 1, etc.
Add the next number, which would be
after these two lines.
@command_window.active = false
@end_window.active = true
Expand to see the code.
Add this line
after.
when 6
$game_system.se_play($data_system.decision_se)
#whatever you want to call here, be it a new Scene, such
#as Scene_Party, or what have you.
Expand to see the code.
If you want to call a common event from the menu, use this line.
when 6
$game_system.se_play($data_system.decision_se)
$game_temp.common_event_id = 10 #ID of the Common Event you wish to call
$scene = Scene_Map.new
Expand to see the code.
Note: You probably don't want your additional button under Exit, in which case
you'll have to change the order of lines 2084 to 2139. If you know what you're doing,
this isn't very hard to do. (also make sure to change 1715+ (s7, t7) to the appropriate names.
Also you may have to change the names of the icons in the icon folder.)
Note: Also
important! But probably obvious.
You must add additional menu icons to the appropriate folder.
item6
menu6Also, please, don't ask me how I found out all this out, since I have no scripting knowledge.
I most certainly did not check every number finding out what they all did, so that I may add another button.